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Stargate script, needs decrypting.

Hey, as you can guess, i'm making a Stargate game. Whilst searching the forum i came across a script, with a demo. Could someone please be polite enough to tell me how it works and what switches to use and where please?
Code:
#ring code credits: Darkzero2840, Squall, Unknown Japanese Dude, Xk8, Zieg, Diego
#recoding for stargate style: RB504c and Hellrazor_twoz
ICON_ANDROMEDA = RPG::Cache.icon('andromeda')
ICON_AQUARIUS = RPG::Cache.icon('aquarius')
ICON_AQUILA = RPG::Cache.icon('aquila')
ICON_ARIES = RPG::Cache.icon('aries')
ICON_AURIGA = RPG::Cache.icon('auriga')
ICON_BOOTES = RPG::Cache.icon('bootes')
ICON_CANCER = RPG::Cache.icon('cancer')
ICON_CANIS = RPG::Cache.icon('canis_m')
ICON_CAPRICORN = RPG::Cache.icon('capricorn')
ICON_CENTAURUS = RPG::Cache.icon('centaurus')
ICON_CETUS = RPG::Cache.icon('cetus')
ICON_CRA = RPG::Cache.icon('cra')
ICON_CRATER = RPG::Cache.icon('crater')
ICON_EARTH = RPG::Cache.icon('earth')
ICON_EQUULEUS = RPG::Cache.icon('equuleus')
ICON_ERIDANUS = RPG::Cache.icon('eridanus')
ICON_GEMINI = RPG::Cache.icon('gemini')
ICON_HYDRA = RPG::Cache.icon('hydra')
ICON_LEO = RPG::Cache.icon('leo')
ICON_LEOM = RPG::Cache.icon('leo_m')
ICON_LIBRA = RPG::Cache.icon('libra')
ICON_LYNX = RPG::Cache.icon('lynx')
ICON_MIC = RPG::Cache.icon('mic')
ICON_MONOCERUS = RPG::Cache.icon('monoceros')
ICON_NORMA = RPG::Cache.icon('norma')
ICON_ORION = RPG::Cache.icon('orion')
ICON_PEGASUS = RPG::Cache.icon('pegasus')
ICON_PERSEUS = RPG::Cache.icon('perseus')
ICON_PISCES = RPG::Cache.icon('pisces')
ICON_PISCESA = RPG::Cache.icon('pisces_a')
ICON_SAGITTARIUS = RPG::Cache.icon('sagittarius')
ICON_SCORPIO = RPG::Cache.icon('scorpio')
ICON_SCULPTOR = RPG::Cache.icon('sculptor')
ICON_SCUTUM = RPG::Cache.icon('scutum')
ICON_SERPENSC = RPG::Cache.icon('serpens_c')
ICON_SEXTANS = RPG::Cache.icon('sextans')
ICON_TAURUS = RPG::Cache.icon('taurus')
ICON_TRIANULUM = RPG::Cache.icon('triangulum')
ICON_VIRGO = RPG::Cache.icon('virgo')
ICON_POO = RPG::Cache.icon('poo')
ICON_DISABLE= RPG::Cache.icon("")
class Dummy_Window < Window_Base
 def initialize
super(0, 0, 640, 128)
self.contents = Bitmap.new(width - 32, height - 32 )
end
end
class Window_Dialer < Window_Base
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 640
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
attr_accessor :index
def initialize( center_x, center_y )
super(0, 0, 640, 350)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Arial"
s1 = "Aquarius"
s2 = "Aquila" 
s3 = "Aries" 
s4 = "Auriga" 
s5 = "Bootes"
s6 = "Cancer"
s7 = "Canis"
s8 = "Capricorn" 
s9 = "Centaurus"
s10 = "Cetus" 
s11 = "Cra" 
s12 = "Crater"
s13 = "Earth"
s14 = "Equuleus"
s15 = "Eridanus"
s16 = "Gemini"
s17 = "Hydra"
s18 = "Leo"
s19 = "Leo_M"
s20 = "Libra"
s21 = "Lynx"
s22 = "Mic"
s23 = "Monoceros"
s24 = "Norma"
s25 = "Orion"
s26 = "Pegasus"
s27 = "Perseus"
s28 = "Pisces"
s29 = "Pisces_A"
s30 = "Sagittarius"
s31 = "Scorpio"
s32 = "Sculptor"
s33 = "Scutum"
s34 = "Serpens"
s35 = "Sextans"
s36 = "Taurus"
s37 = "Triangulum"
s38 = "Virgo"
s39 = "Andromeda" 
s40 = "Point of Origin"
@commands = [ s39, s1, s2, s3, s4, s5, s6, s7, s8, s9, s10, s11, s12, s13, s14, s15, s16, s17, s18, s19, s20, s21, s22, s23, s24, s25, s26, s27, s28, s29, s30, s31, s32, s33, s34, s35, s36, s37, s38, s40 ]
@item_max = 40
@index = 0
@items = [ ICON_ANDROMEDA, ICON_AQUARIUS, ICON_AQUILA, ICON_ARIES, ICON_AURIGA, ICON_BOOTES, ICON_CANCER, ICON_CANIS, ICON_CAPRICORN, ICON_CENTAURUS, ICON_CETUS, ICON_CRA, ICON_CRATER, ICON_EARTH, ICON_EQUULEUS, ICON_ERIDANUS, ICON_GEMINI, ICON_HYDRA, ICON_LEO, ICON_LEOM, ICON_LIBRA, ICON_LYNX, ICON_MIC, ICON_MONOCERUS, ICON_NORMA, ICON_ORION, ICON_PEGASUS, ICON_PERSEUS, ICON_PISCES, ICON_PISCESA, ICON_SAGITTARIUS, ICON_SCORPIO, ICON_SCULPTOR, ICON_SCUTUM, ICON_SERPENSC, ICON_SEXTANS, ICON_TAURUS, ICON_TRIANULUM, ICON_VIRGO, ICON_POO ]
@disabled = [ false, false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false,false,false, false, false, false, false, false, false,false,false ]
@cx = 250
@cy = 700
setup_move_start
refresh
end
def update
super
refresh
end
def refresh
self.contents.clear
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
rect = Rect.new(0,0, self.contents.width-28, 24) #+24
self.contents.draw_text(rect, @commands[@index],1)
end
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
def draw_item(x, y, i)
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
def disable_item(index)
@disabled[index] = true
end
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
end
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
def animation?
return @mode != MODE_WAIT
end
end
 
class Scene_Dialer
 
def initialize(menu_index = 0)
@dmenu_index = menu_index
@v = $game_variables[1]
end
def main
@spriteset = Spriteset_Map.new  
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@dummy = Dummy_Window.new
@dummy.x = 0
@dummy.y = 351
@dummy.back_opacity = 200
 
@dcommand_window = Window_Dialer.new(px,py)
@dcommand_window.index = @dmenu_index
@dcommand_window.back_opacity = 200
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@dcommand_window.dispose
@dummy.dispose
@spriteset.dispose
end
def update
 
@dummy.update
@dcommand_window.update
if @dcommand_window.active
update_command
return
end
end
def update_command
 
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.save_disabled = true
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @dcommand_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @dcommand_window.index
when 0
@ca = 0
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_ANDROMEDA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1
end  
when 1
@ca = 1
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_AQUARIUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 2 
@ca = 2
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_AQUILA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 3 
@ca = 3
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_ARIES, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 4  
@ca = 4
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_AURIGA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 5 
@ca = 5
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_BOOTES, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 6
@ca = 6
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CANCER, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 7 
@ca = 7
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CANIS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 8 
@ca = 8
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CAPRICORN, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 9
@ca = 9
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CENTAURUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 10
@ca = 10
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
  @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CETUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1  
end 
     when 11
@ca = 11
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CRA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 12
@ca = 12
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_CRATER, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 13
@ca = 13
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_EARTH, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 14
@ca = 14
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_EQUULEUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 15
@ca = 15
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_ERIDANUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 16
@ca = 16
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_GEMINI, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 17
@ca = 17
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_HYDRA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 18
@ca = 18
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_LEO, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 19
@ca = 19
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_LEOM, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 20
@ca = 20
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_LIBRA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 21
@ca = 21
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_LYNX, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 22
@ca = 22
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_MIC, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 23
@ca = 23
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_MONOCERUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 24
@ca = 24
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_NORMA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 25
@ca = 25
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_ORION, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 26
@ca = 26
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_PEGASUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 27
@ca = 27
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_PERSEUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 28
@ca = 28
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_PISCES, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 29
@ca = 29
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_PISCESA, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 30
@ca = 30
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SAGITTARIUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 31
@ca = 31
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SCORPIO, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 32
@ca = 32
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SCULPTOR, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 33
@ca = 33
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SCUTUM, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 34
@ca = 34
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SERPENSC, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
     when 35
@ca = 35
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_SEXTANS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 36
@ca = 36
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_TAURUS, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
 when 37
@ca = 37
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_TRIANULUM, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
   when 38
@ca = 38
@cac = (@ca+900)  
if $game_variables[@cac] == 0 and @v <=600
 @chev = @v
 @dummy.contents.blt(@chev, 0, ICON_VIRGO, Rect.new(0,0,100,100))
   @v = (@chev +100)
 @chev = @v
   $game_variables[@cac] = 1
 elsif $game_variables[@cac] == 1 
end 
when 39
  if  $game_variables[1000] == 1
   $game_variables[1000] = 0
    $scene = Scene_Map.new
elsif  $game_variables[1000] == 0
  end
 
 
                                                                           end
                                                                         return
                                                                           end
 
return if @dcommand_window.animation?
if $game_variables[1]  < @v
 $game_variables[1] = @v
end
if Input.press?(Input::UP) or  Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@dcommand_window.setup_move_move(Window_Dialer::MODE_MOVER)
return
end
if Input.press?(Input::DOWN) or  Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@dcommand_window.setup_move_move(Window_Dialer::MODE_MOVEL)
return
end
if @v > 501
 @v = 0
  $game_variables[1000] = 1
  $game_variables[1] = @v
 
if $game_variables[916] == 1 and $game_variables[930] == 1 and $game_variables[908] == 1 and $game_variables[928] == 1 and $game_variables[906] == 1 and $game_variables[938] == 1
    $game_variables[801] = 2
  end
if $game_variables[926] == 1 and $game_variables[928] == 1 and $game_variables[912] == 1 and $game_variables[929] == 1 and $game_variables[908] == 1 and $game_variables[924] == 1
  $game_varaiables[802] = 2
end
  if $game_variables[933] == 1 and $game_variables[936] == 1 and $game_variables[937] == 1 and $game_variables[929] == 1 and $game_variables[916] == 1 and $game_variables[938] == 1
    $game_variables[803] = 2
  end
  if $game_variables[928] == 1 and $game_variables[900] == 1 and $game_variables[938] == 1 and $game_variables[903] == 1 and $game_variables[907] == 1 and $game_variables[936] == 1
    $game_variables[804] = 2
  end
  for i in 900..938
$game_variables[i] = 1
end
 end
end
end
If someone can please give me a link to a place with this script and a description then that would also be appreciated!
Thanks,
Fuzzy
 
Try to do a script calling (in event) with:

Code:
$scene = Scene_Dialer.new

I don't know if it will work... I can't try because I haven't got the neccessary icons :S

And sorry if i made a mistake while writting. I'm spanish :)

EDIT:

Oh, sorry... I think I didn't understood u...
Now, I supose that u know how to "call" it, but u don't know of to "use" it... I'm trying it (without icons >_<) and maybe I know how to use it, but let me a few minutes... I'm not really sure yet :?


EDIT 2:

I've got it!! Come on with explanation (and sorry about my bad english, u know hehehe):

First of All. Each "constelation" have got it's own... hemm.. how to say it? An "ID Number". It's very simple:
Andromeda => 0
Aquarius => 1
Aquila => 2
Aries => 3
etc, until
Virgo => 38
Point of Origin => 39

¿Got it? Well. Next step is open this script in the editor and go to lines 740 to 751. Here u can see some like that:

Code:
if $game_variables[916] == 1 and $game_variables[930] == 1 and $game_variables[908] == 1 and $game_variables[928] == 1 and $game_variables[906] == 1 and $game_variables[938] == 1
        $game_variables[801] = 2
      end

That's an "path". I explain: depending on the "constelations" you active (no matters the order of activation :S) a variable between 801 and 804 will got a value = 2. So, the first "if" will activate path 1 (variable 801). The second "if" (that one):

Code:
if $game_variables[926] == 1 and $game_variables[928] == 1 and $game_variables[912] == 1 and $game_variables[929] == 1 and $game_variables[908] == 1 and $game_variables[924] == 1
        $game_varaiables[802] = 2
      end

will activate path 2 (variable 802). Etc.

So, to add your own paths u can add this

Code:
if $game_variables[NUMBER_OF_CONSTELATION] == 1 and $game_variables[NUMBER_OF_CONSTELATION] == 1 and $game_variables[NUMBER_OF_CONSTELATION] == 1 and $game_variables[NUMBER_OF_CONSTELATION] == 1 and $game_variables[NUMBER_OF_CONSTELATION] == 1 and $game_variables[NUMBER_OF_CONSTELATION] == 1
        $game_varaiables[XXX] = 2
      end

Replace NUMBER_OF_CONSTELATION by the "ID_Number" of constelations plus 900 (very important!!!) of your choice. And replace XXX by the ID of the variable you want to activate.

Eventually, to "teleport" the player dependind on the selected "Path", you must do a "Conditions and Effects" in the event (a StarGate, I supose) that calls the Dialer script.

That's all :D
 

rb504c

Member

Hi My Name is paul. I actually am the originally "hellrazor" who made this script. i based it off a ring menu system. if you still need feel free to PM me.

if anyone still has the orginal demo i would ike it the server i had it on crashed and was unable to recover it
 
rb504c;218959 said:
Hi My Name is paul. I actually am the originally "hellrazor" who made this script. i based it off a ring menu system. if you still need feel free to PM me.

if anyone still has the orginal demo i would ike it the server i had it on crashed and was unable to recover it

can you tell how it works
 

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